Fire Domain

For as long as mortals can remember fire has provided warmth, light, and protection from those things that dwell in the dark places. Clerics of the Flame understand the necessity of fire to survival. When they are not bringing light to the fearful, they are bringing purging flame to the wicked.

Fire Domain Spells
Cleric Level Spells
1st Burning Hands, Hellish Rebuke
3rd Heat Metal, Scorching Ray
5th Fireball, Ashardalon’s Stride
7th Fire Shield, Wall of Fire
9th Flame Strike, Immolation

-Fire In The Blood: Starting at first level, you gain the Control Flames and FireBolt cantrips. For you these cantrips count as Cleric cantrips, and do not count against the number of Cleric cantrips that you know.

-Forged in Faith: Also at first level, you gain resistance to Fire damage.

-Channel Divinity, Turn or Command Elementals: Starting at 2nd level, you can use your Channel Divinity to cause Elementals to flee. As an action, you present your holy symbol, and each elemental within 30ft of you that can hear you must make a Wisdom saving throw. On a failed save, elementals other than fire elementals, are turned for 1 minute or until it takes damage. If the Elemental is fire based they are forced to serve you for 1 minute. On each of your turns you can issue orders to a commanded Fire Elemental as a bonus action.
A turned elemental must spend it’s turn trying to move as far away from you as it can, and it can not willingly move into a space within 30ft of you. It also can not take reactiocns. For it’s action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
If the elementals true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned.

-Blue Flame: Starting at 6th level, your fire burns exceedingly hot, and may turn blue from the intense heat. Your abilities and spells ignore Fire Resistance.

-Blessed Burning: When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your Cantrips or weapon attacks, you can also deal 1d8 Fire damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.

-Primordial Mastery: Starting at 17th level, you gain immunity to Fire damage and resistance to Cold damage.
Additionally, whenever you are targeted by an effect, spell, or any other attack that deals Fire damage, you can use your reaction redirect that damage to a different target. A target of your choice, within 30ft of you, must make a Dexterity saving throw against your spell save DC. On a failure they take Fire damage equal to the redirected attack’s damage, or half as much on a success.



Wind Domain

Without the breath there is no life. Disciples of the winds have learned to center themselves and hear the world around them breathe. With this understanding of the interconnectedness amongst all living things the faithful chase the wind wherever it may lead, and more often than not find lives of adventure waiting.

Wind Domain Spells
Cleric Level Spells
1st Feather Fall, Fog Cloud
3rd Gust of Wind, Warding Wind
5th Wind Wall, Gaseous Form
7th Storm Sphere, Freedom of Movement
9th Control Winds, Cloudkill

-Arcane Winds: When you choose this domain at 1st level, you gain the Gust and Mage Hand cantrips. These cantrips count as Cleric cantrips for you, and do not count against the number of cantrips you know.

-Healing Winds: Also at 1st level, you gain the ability to infuse the breeze with healing magic. All spells you cast that restore Hit Points, regenerate body parts, or resolve physical conditions benefit from a 30ft increase in range.

-Channel Divinity, Turn or Command Elementals: Starting at 2nd level, you can use your Channel Divinity to cause Elementals to flee. As an action, you present your holy symbol, and each elemental within 30ft of you that can hear you must make a Wisdom saving throw. On a failed save, elementals other than Wind elementals, are turned for 1 minute or until it takes damage. If the Elemental is Wind based they are forced to serve you for 1 minute. On each of your turns you can issue orders to a commanded Wind Elemental as a bonus action.
A turned elemental must spend it’s turn trying to move as far away from you as it can, and it can not willingly move into a space within 30ft of you. It also can not take reactiocns. For it’s action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
If the elementals true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned.

-Guardian Current: Starting at 6th level, when you or a creature within 30ft of you takes slashing, piercing, or bludgeoning damage, you can use your reaction to cloak the creature in protective winds. These winds grant you, or your target, resistance against that instance of damage. This ability is usable a number of times equal to your proficiency modifier. You regain all uses upon completing a short or long rest.

-Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 Slashing damage to the target. When you reach 14th level, the extra damage increases to 2d8.

-Untethered: At 17th level, you learn to move like the winds. You gain a flying speed equal to your base movement speed, and the ability to hover. I’m addition, your land or flight based movements do not provoke attacks of opportunity.




Water Domain

There are few forces as impactful in the shaping of the land as water. As a disciple of the waters you take an active role in the shaping of the world around you, and bring the terror of the open deep to your foes.

Water Domain Spells
Cleric Level Spells
1st Ice Knife, Frost Fingers
3rd Rime’s Binding Ice, Dragon’s Breath*
5th Water Wall, Tidal Wave
7th Control Water, Conjure Minor Elementals**
9th Cone of Cold, Conjure Elemental***
*Cold damage only.
**Water elementals only.
***Water elementals only.


-Agile Swimmer: When you choose this domain at 1st level, you gain a swimming speed equal to your base movement speed. If you already possess a swimming speed it increases by 10ft.

-Brine in the Veins: Also starting at 1st level, you gain the Shape Water and Water Whip cantrips. These cantrips count as Cleric cantrips, and do not count against the number of Cleric cantrips you know.

-Channel Divinity, Turn or Command Elementals: Starting at 2nd level, you can use your Channel Divinity to cause Elementals to flee. As an action, you present your holy symbol, and each elemental within 30ft of you that can hear you must make a Wisdom saving throw. On a failed save, elementals other than Water elementals, are turned for 1 minute or until it takes damage. If the Elemental is Water based they are forced to serve you for 1 minute. On each of your turns you can issue orders to a commanded Fire Elemental as a bonus action.
A turned elemental must spend it’s turn trying to move as far away from you as it can, and it can not willingly move into a space within 30ft of you. It also can not take reactiocns. For it’s action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
If the elementals true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned.

-Still Waters: At 6th level, you become as immovable as the ocean and as wrathful as the storm. You have advantage on Constitution saving throws to maintain your concentration on a spell when you take damage. In addition, whenever you are forced to make a Constitution saving throw to maintain concentration you may cast the Water Whip cantrip on an enemy within range as a reaction.

-Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 Cold damage to the target. When you reach 14th level, the extra damage increases to 2d8. This ability is usable with the Water Whip cantrip.

-Water Clones: Starting at 17th level, you gain the ability to duplicates of yourself out of water for a short time. As an action, you create 2 approximate doubles of yourself out of water for 1 minute. You can command them mentally as a bonus action, and they act immediately after you in the initiative order. They dissolve after 1 minute has passed or if they are killed.


Water Clone

-Small or Medium elemental
-Armor Class: 10+your Dexterity modifier
-Hit Points: 5+5x your character level
-Speed: 30ft. Swim 30ft.
- [ ] STR 15 (+2)
- [ ] DEX 14 (+2)
- [ ] CON 14 (+2)
- [ ] INT 10 (+0)
- [ ] WIS 10 (+0)
- [ ] CHA 10 (+0)

-Damage Immunities: Cold
-Condition Immunities: Charmed, Frightened, Grappled, Prone, Restrained
-Damage Vulnerabilities: Lightning
Challenge: ——
-Languages: Understands the languages you speak.
-Proficiency Bonus: Equals your bonus.

Actions:

-Water Whip: Ranged weapon attack, your spell attack modifier to hit, range 30ft, one target you can see. Hit 1d10+PB slashing damage.

-Ice Scythe: Each creature within 5ft must succeed on a Dexterity saving throw against your spell save DC or take 1d8+PB Cold damage.

-Spell Proxy- For the duration you may cast spells through one of your clones on your turn.


Water Whip-Cantrip
Transmutation Cantrip
Casting Time: 1 Action
Range: 30ft
Components: S
Duration: Instantaneous

You create a whip of water formed from the atmosphere or environment that lashes a creature within range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 slashing damage, and if the creature is Large or smaller, you can pull the creature up to 10ft closer to you.

At higher levels: This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Spell lists: Bard, Cleric, Druid





Earth Domain

Clerics of elemental earth are straightforward and blunt. Their faith is simple. They protect, guide, and serve their disciples. All else is frivolity in the eyes of the stone born. They are the rocks of the eternal shore upon which foes break themselves.

Earth Domain Spells
Cleric Level Spells
1st Earth Tremor, Magnify Gravity
3rd Maximillian’s Earthen Grasp, Shatter
5th Wall of Sand, Erupting Earth
7th Stone Shape, Mordenkainen’s Private Sanctum
9th Transmute Rock, Wall of Stone

-Bonus Proficiency: Whenever you choose this domain at 1st level, you gain proficiency with Martial Weapons.

-Terran Disciple: Also starting at 1st level, you gain the Mold Earth cantrip. This counts as a Cleric cantrip, and does not count against the number of cantrips that you know.

-Grounded Healing: At 1st level, you gain the ability to channel healing energy through the ground to your allies. All spells you cast that restore Hit Points, regenerate body parts, or remove physical conditions benefit from a 30ft increase in range. You and your target ally must both be in contact with the ground for this ability to function.

-Channel Divinity, Turn or Command Elementals: Starting at 2nd level, you can use your Channel Divinity to cause Elementals to flee. As an action, you present your holy symbol, and each elemental within 30ft of you that can hear you must make a Wisdom saving throw. On a failed save, elementals other than Earth elementals, are turned for 1 minute or until it takes damage. If the Elemental is Earth based they are forced to serve you for 1 minute. On each of your turns you can issue orders to a commanded Earth Elemental as a bonus action.
A turned elemental must spend it’s turn trying to move as far away from you as it can, and it can not willingly move into a space within 30ft of you. It also can not take reactiocns. For it’s action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
If the elementals true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned.

-Stone Sarcophagus: At 6th level, you gain the ability to summon slabs of stone from the ground to protect fallen allies. Whenever an ally within 60ft falls dying you may, as a reaction, construct a protective stone barrier around them. This structure lasts for 1 minute, or until you dismiss it as a bonus action. While encased the target ally cannot be targeted for attack, and has advantage on all death saving throws. Once you use this technique you must complete a long rest to regain the use of this ability.

-Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 Bludgeoning damage to the target. When you reach 14th level, the extra damage increases to 2d8.

-Terran Awareness: At 17th level, you gain Tremorsense out to a range of 60ft. You must be in contact with the ground for this ability to work.



Shovel Weapons

Simple Melee Weapons
Name Cost Damage Weight Properties
Battle Spade 3gp 1d6 Slashing 2lbs Light
Martial Melee Weapons
Name Cost Damage Weight Properties
War Shovel 8gp 1d8 Slashing 4lbs Versatile 1d10
Great War Shovel 10gp 1d12 Slashing 6lbs Heavy, Two-Handed